Chronicles & Boons Level 1 1 Boon – Poppet Ancestry (Rare)
2 S03-01 Intro: Year of Shattered Sanctuaries
3 S04-01 Intro: Year of Boundless Wonder
4 Boon: Wayfinder
5 Q17 Escorting the Mirage
6 Q16 The Winter Queen's Dollhouse
Level 2 7 Q18 Student Exchange
REMASTER REBUILD
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BOTTING INSTRUCTIONS:
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CHARACTER INFORMATION Name: Guiseppino The Long-Nosed
Ethnicity, Heritage & Ancestry: Wishborn Poppet – If you roll a success on a saving throw against an emotion or fear effect, you get a critical success instead. w Shiny Button Eyes – You gain the Canny Acumen skill feat as a bonus feat, but you must choose Perception. Additionally, you gain a +1 circumstance bonus to Perception checks against visual illusions. Background: Quick Home Region: Impossible Lands Nation: Geb Languages: Common
Sub-Class & Class: Oracle of Bones Level: 2
Gender: Non-Binary Size & Reach: Small (5 ft) Speed: 25 ft
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STATS & SKILLS(* indicates Proficiency Level) STR +0, DEX +3, CON +1, INT +0, WIS +1, CHA +4
HP 24/24, AC 18 w Leather Lamellar (19 w Shield or Dueling Cape raised), Fortitude* +5, Reflex* +7, Will** +7, Perception** +7 (+1 vs visual illusions w Shiny Button Eyes)
Acrobatics* +7
Arcana +0
Athletics +0
Crafting +0
Deception* +8 – Charming Liar – When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve. Diplomacy* +8
Intimidation +4
Lore: Pathfinder Society* +4
Lore: Undead* +4
Medicine* +5 – Risky Surgery – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead. Nature +1
Occultism +0
Performance* +8
Religion* +5
Society +0
Stealth +3
Survival +1
Thievery +3
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OFFENSE & DEFENSE Melee ◆ Fist (agile, finesse, nonlethal, unarmed) +7 Damage 1d4 B
Range ◆ +1 Crossbow (Crossbow, Magical) +8 Damage 1d8 P
Armor Leather Lamellar (Laminar) AC Bonus +1 Dex Cap 4
Shield ◆ ShieldAC Bonus +1 (raised) Hardness 5 HP(BT) 0(0) Others ↺ Shield Block
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SPELLS(* denotes Signature Spells) Oracle DC 18
Max Focus Points 2
Focus Spells ◆ Soul Siphon – Range 30 feet; Targets 1 living creature. Defense Fortitude. You siphon off a portion of the target’s soul to bolster your own vitality. The target must attempt a Fortitude save or take 1d4 void damage. You gain temporary Hit Points equal to the total amount of HP the target loses, including the HP lost from becoming drained. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and becomes drained 1. Critical Failure The creature takes double damage and becomes drained 2. ↺ Death’s Call – Trigger A living creature within 20 feet of you dies, or an undead. creature within 20 feet of you is destroyed. Duration 1 minute. Seeing another pass from this world invigorates you. You gain temporary Hit Points equal to the triggering creature’s level plus your spellcasting attribute modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain. These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.
Known Divine Spells (Spell Rank 1) [][][][] ◆◆◆ Summon Undead – Range 30 feet. Duration sustained up to 1 minute. You summon a creature that has the undead trait and whose level is –1 to fight for you. - Level -1 Undead: Crawling Hand, Predatory Rabbit, Severed Head, Skeleton Guard, Zombie Shambler
◆◆ Necromancer’s Generosity – Range 30 feet; Targets 1 undead minion you control. Duration 1 minute. You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains 1d8+4 Hit Points when you Cast the Spell, and it gains a +2 status bonus to saves against positive effects for the duration. Heightened (+1) The amount of healing increases by 1d8+4. ◆ to ◆◆◆ Harm – Range varies; Targets 1 living creature or 1 willing undead creature. You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. ◆The spell has a range of touch. ◆◆ The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8. ◆◆◆ You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area. ◆ to ◆◆◆ Heal – Range varies; Targets 1 willing living creature or 1 undead creature. You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. ◆ The spell has a range of touch. ◆◆ The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8. ◆◆◆ You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. ◆◆ Grim Tendrils – Area 30-foot line. Defense Fortitude. Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 void damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature takes half the void damage and no persistent bleed damage. Failure The creature takes full damage. Critical Failure The creature takes double void damage and double persistent bleed damage.
Known Divine Cantrips (Heightened Rank 1) ◆ Shield – +1 circumstance bonus to AC ◆ Guidance – +1 status bonus to one attack roll, Perception check, saving throw, or skill check ◆ Protect Companion – Range 30 feet; Targets your eidolon, or a creature with the minion trait under your control. Duration until the start of your next turn. You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the following reaction; after using the reaction, the spell ends and you can’t cast protect companion again for 10 minutes. ↺ Life Block - Trigger The spell’s target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper’s fangs Strike. ◆◆ Daze – 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1. ◆◆ Rousing Splash – gains 1d4 temporary Hit Points, which last for 1 minute, can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance. ◆◆ Void Warp – 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
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GEARS & ITEMS Invested Items (1/10): Wayfinder Worn Items:+1 Crossbow, Dueling Cape, Healer’s Toolkit, Arrows (20), Backpack
Stowed Items (in Backpack): Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 3.0 (Encumbered 5.0, Maximum 9.0)
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FEATS Level 1 Skill Feat (from background) Charming Liar
General Feat (from Heritage) (Wishborn Poppet) If you roll a success on a saving throw against an emotion or fear effect, you get a critical success instead.
Class Feat ---
Ancestry Feat Shiny Button Eyes – You’ve polished your eyes to reflect the smallest details in dimmest light. You gain the Canny Acumen skill feat as a bonus feat, but you must choose Perception. Additionally, you gain a +1 circumstance bonus to Perception checks against visual illusions. Ancestry Feature Flammable – You have weakness to fire damage equal to one-third your level (minimum 1). Ancestry Feature Constructed – The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you’re a living creature, and you can be healed by positive energy and harmed by negative energy as normal. Class Feature Mystery – An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle’s mystery, a source of divine magic not beholden to any deity. Choose the mystery that empowers your magic. Your mystery grants you additional spells, and special focus spells called revelation spells. Your mystery also gives you a unique cursebound ability that lets you draw upon the divine, as well as dictating the effects of the oracular curse that falls upon you when you touch too much of this power.[ooc] > Bones– [ooc]Your mystery imparts an understanding of death and undeath in all their macabre complexity. You might have had a brush with death yourself—maybe even dying and returning to life—or carry the touch of undeath in your blood. If you commune with deities, you might speak with guardians of death like Pharasma and the psychopomp ushers (the most powerful among creatures that guide souls through the afterlife); a bringer of death like the Mantis God Achaekek or the Horseman of the Apocalypse Charon; or a herald of undeath such as Urgathoa.
> Granted Spells cantrip: void warp; 1st: grim tendrils; 2nd: false vitality; 3rd: ghostly weapon
> Revelation Spells initial: soul siphon; advanced: armor of bones; greater: claim undead
> Related Domains death, decay*, undeath, vigil*
> Mystery Skill Medicine
> Oracle Feat ◆ Nudge the Scales
Class Feature Revelation Spells – The powers of your mystery manifest in the form of revelation spells. Revelation spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to search for omens in a way befitting your mystery, like gazing into a fire, throwing bones and seeing how they fall, or meditating to hear the voices of those who came before you. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points. The full rules for focus spells appear in chapter 7 of Player Core. You learn a revelation spell at 1st level and start with a focus pool of 1 Focus Point. This spell is an initial revelation spell determined by your mystery. You can learn additional revelation spells through oracle feats. Class Feature Curse of Living Death (curse, divine, oracle, void, vitality) – Your body is slowly decaying even though you are alive, and using your powers furthers this unnatural living death, making you susceptible to both void and vitality damage. You carry a touch of the grave about you, manifesting as bloodless pallor, a faint smell of earth, or deathly cold skin. Cursebound 1 You gain weakness 2 to vitality and void damage. You can be hurt by both vitality and void damage even if one or the other normally has no effect on you. Any immunity or resistance you have to vitality or void is suppressed. Cursebound 2 You take a –1 status penalty to Fortitude saves. Cursebound 3 Your weakness to vitality and void damage is equal to 5 + your level. Cursebound 4 Your status penalty to Fortitude saving throws increases to –2. Class Feature Oracular Curse – As an oracle, you can tap into the pure and unmitigated divine power of creation to supplement your spellcasting via cursebound abilities. These abilities grant you special benefits, but the backlash of letting this power into your mortal body manifests as an oracular curse. The more cursebound abilities you use, the more your curse worsens, but you might gain divine benefits even as it tightens its grip on your soul. Your oracular curse is expressed using the cursebound condition, a unique condition that affects only oracles. Immediately after the first time you use a cursebound ability, you become cursebound 1, and if you use a cursebound ability while you are already cursebound, you increase the value of your cursebound condition by 1 after the ability resolves. At lower levels, you can tolerate only a modest amount of divine power, and your cursebound condition can’t increase beyond cursebound 2; as you grow in levels, you can open yourself to even more power and your cursebound condition can progress to 3 and finally 4. Once saturated in divine power, your soul can’t absorb any more, and so you can’t use a cursebound ability if you are already at your maximum cursebound condition. Your oracular curse lists the specific effects of being cursebound, which are cumulative as your curse progresses. You remain cursebound until you Refocus, which reduces your cursebound condition by 1 in addition to restoring a Focus Point. As your curse is a direct result of divine power, you cannot mitigate, reduce, or remove the effects of your curse or any ability with the cursebound trait by any means other than Refocusing. For example, if a cursebound effect makes creatures concealed from you, you can’t negate that concealed condition through a magic item or spell, such as sure strike (though you would still benefit from the other effects of that item or spell). Likewise, cleanse affliction and similar abilities don’t affect your curse at all. At 1st level, you gain a cursebound oracle feat determined by your mystery, and you can learn additional cursebound abilities through oracle feats. Class Feature ◆ Nudge the Scales (cursebound, divine, healing, oracle, spirit) – You lay a finger on the scales of life and death to heal a creature, regardless of whether it’s living or undead. You restore Hit Points equal to 2 + double your level to one creature within 30 feet. In addition, you can mediate during your daily preparations to place yourself on one side of the scales. Choose life or death. If you align yourself with life, you are healed by vitality healing effects, as normal for most living creatures; if you align yourself with death, you gain the void healing ability, causing you to be healed by void effects that restore Hit Points and any other effects that restore Hit Points to undead creatures.
Level 2 Class Feat Domain Acumen – Every oracle’s mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the domains associated with your mystery for which you don’t already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell. > Death – You have the power to end lives and destroy undead. Domain Spell: Death's Call. Advanced Domain Spell: Eradicate Death Skill Feat Risky Surgery – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
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